Index K-L |
As you painstakingly hop through each stage, you must defeat enemies by punching or swinging your tail. To break up the monotony, there are some simple puzzles, along with some hang-gliding and snowboarding stages. The very first thing that annoyed me about Kao was its jerky animation. Especially when you turn, the scenery rotates in a stilted manner that's not at all pleasing to the eye.
The game adopts the same visual style as Crash Bandicoot, but with far less polish and attention to detail. The jungle environments look blocky and artificial, and their narrow passages make you feel boxed in. The idea of placing your own checkpoints seems nice on paper, but turns out to be a monumental pain in the ass. The so-called "bonus" stages are even more tedious than the regular stages, as you navigate narrow platforms to collect useless coins.
The camera is normally trained behind your kangaroo, but occasionally it swings around to the front. Inexplicably, the controls don't adjust to compensate for the new angle, which is just confusing as hell. In addition to the unintuitive controls and awful graphics, Kao's clownish music provides the final nails in its cheaply fabricated coffin. Much of the music sounds as if it was generated by a Casio keyboard - it's revolting! I had always wondered why I heard so little about Kao the Kangaroo, but now I understand completely. Garbage like this gives the Dreamcast a bad name. © Copyright 2005 The Video Game Critic.
In addition to spraying blue projectiles, you can unleash a sword for close attacks, or activate a large red shield. Employing different techniques increments three counters in the corner on the screen, but since I can't read the Japanese manual I couldn't really determine the subtle nuances of the game. Considering the graphics are cel-shaded, the visuals are remarkably bland and the use of color restrained. Enemies taking damage blink red, which looks striking against the dull gray backgrounds.
The first few stages are completely forgettable, but advanced stages feature modest green foliage and city streets with neon lights. Even more boring than the scenery are the repeating gray airships you shoot down. Karous is a strange game. A small shield guards the front of your ship when you're not shooting, and you can actually set the controller on the floor and watch your ship cruise through most of the game unharmed (bosses are timed so they don't need to be attacked). The fact that I scored a few million points in this manner didn't sit well with me.
The bass-heavy synthesized music isn't remarkable, but has a cool club vibe that gets under your skin. The game is supposed to save high scores, but I couldn't get that to work. Hardcore shooter fans looking for something to sink their teeth into can probably bump up the grade by one letter, but casual Dreamcast fans can safely avoid Karous.
. © Copyright 2007 The Video Game Critic.
The default three-on-three team battle is something King of Fighters pioneered, although one-on-one is also an option. Gotta love that ebullient female announcer ("Lound One! Leady... go!") Anybody who's played Street Fighter II (SNES, 1992) can dive right into Dream Match. It uses all the standard joystick maneuvers and it doesn't take long to get a feel for each fighter. Students of the game should appreciate the colorful, 30-page booklet which outlines all of the moves.
The gameplay is heavy with combos and counters, although moves tend to be less over-the-top than similar games. Certain fighters do seem to have a distinct advantage, like Ralf with his rapid-fire "gatling" punches. Goro Daimon's ground pound is so powerful it even knocks down the spectators! You play until all your fighters are eliminated, and the winner of each round recoups some life.
I love the artistry of the stages which perfectly blend 2D and 3D graphics. The Mid East features a bustling market and Spain's temple stage offers moody lighting. I like how sights on the horizon have a certain softness, conveying realism and depth. The Japan street stage would have been much better without that overpass obscuring the skyline.
There's a bevy of options and the game saves high scores with initials. Even the loading is quick. King of Fighters Dream Match was released during the apex of 2D fighting technology, and it plays as well as its name would imply.
. © Copyright 2020 The Video Game Critic.
The scoring has changed as well. Instead of a conventional points system you score "ability points" determined by some esoteric formula. It's disconcerting how my ability points go both up and down between matches. I don't get it. Accumulate enough points and you unlock additional strikers. This adds a sense of progression but undermines the short-term enjoyment. The screen layout is confusing; I'm still not sure what all these gauges and symbols mean. Moves tend to be on the hand-to-hand variety, or should I say foot-to-head?
The fighting action is quite polished and there are 33 warriors to choose from. New to the crew are the stylish K Prime and powerful Maxima who delivers thunderous body slams. Certain characters are somewhat annoying like the little kid Bao and the girl named "Whip" who shrieks while jumping all over the place. And of course you get all your favorites like Joe Higashi, Terry Bogard, and everybody's favorite hottie Mai Shiranui.
Not only are the stages works of art but each is introduced with a brief cinematic sequence. Locations include an amusement park, airport, museum, and sewer. The schoolyard stage looks amazing in a downpour, as does the huge airplane on the tarmac looming over you. There are several modes in this game but I favor the timed survival which takes you through a series of rapid-fire, one-round matches. It's a great way to tour the stages. Overall King of Fighters Evolution is an uneven entry to the series but fans no doubt will take it in stride. © Copyright 2020 The Video Game Critic.
There are 16 warriors to select from, each adorned in traditional Japanese garb. The one exception is Mukuro, who is draped with bandages like a freakin' mummy! The controls are pretty basic (weak slash, strong slash, kick, repel), but the instructions reveal a fighting system with tremendous depth. You can chain together some pretty elaborate attack combinations when your sword gauge is fully powered.
The repel move is simple enough in theory (press just before your enemy attacks), but I found it hard to employ in the heat of battle. I also have to call character balance into question in light of my difficulty defeating Amano. This bathrobe-wearing brute is very grabby, and once he gets his big paws on you, major damage is headed your way. My personal character of choice is Zantetsu, who looks like Raiden (of Mortal Kombat fame) and dishes out some devastating kick combinations.
In terms of graphics, Last Blade 2 features fluid animation and some of the more attractive stage designs I've seen. Some boast tremendous depth and detail, like the sunny trail that winds along a river with boats in the far distance. Other stages like the dreary battlefield are surprisingly bland.
The musical score is only average, and some stages forgo music for "natural sounds" such as blowing wind (which sounds horrible) or chirping birds. The voice samples have not been translated in English, but that's probably for the best. Last Blade 2 isn't hard to play, but its appeal to button-mashers will be limited. This is an elegant, sophisticated title for those who take their fighting games seriously. © Copyright 2010 The Video Game Critic.
One problem is obvious from the outset: there's too much "stuff" moving on the screen. The photo-realistic backgrounds, floating icons, explosions, raining debris, and layered walls look great, but they tend to clutter up the screen! You can't tell what objects are in the foreground or background! Even worse, enemy projectiles assume a number of shapes, from orange balls to jaggy metal objects. Some of the more irritating foes seem completely impervious to attack, so you'll just need to avoid them.
Your cannon can fire rapidly or charge for a single powerful shot. You'll augment your firepower with missiles and a protective shield that rotates around your ship via the shoulder buttons. Last Hope's difficulty is best described as "impossible", even on so-called "very easy" skill level. There are checkpoints, but they are poorly placed. There should always be one right before a boss, but that's not the case here.
That's a problem, because reaching the first boss is a frustrating ordeal, and the boss himself not only features a web of laser beams, but a gravity device that pulls you every which way. Needless to say, no one on this entire planet has ever seen the second stage. The best part of the game is its relaxing electronic soundtrack, which has an almost ethereal quality to it. But despite its fine presentation, Last Hope's staggering difficulty and general unplayability make it impossible to recommend. © Copyright 2007 The Video Game Critic.
Enemy projectiles tend to be large and pink (hence the name), making them easier to spot. Don't get the wrong idea though - Last Hope: Pink Bullets is still an intense shooter that will kick your ass from here to next week. There's a lot of activity on the screen at any given time, and the multi-layered scenery tends to hide environmental hazards. Enemies tend to be large and can absorb quite an excessive amount of firepower.
Another annoyance is how you're often forced into tight spaces for extended periods. Your ship is large, but a shield can be used to absorb all enemy fire coming from the front. For that reason it's often more effective to attack your foes head-on instead of weaving around. Weapon power-ups come early and often, including devastating cluster bombs that flare out from above and below your ship.
The colorful, multi-layered backdrops have a cool sci-fi flavor that nicely complements the surreal electronic music. The first stage takes you through a generic space station, but I like how you can see tiny spacemen making repairs in the background. The second stage is more imaginative as you fly over (and into) water with a dramatic red sunset in the background.
Last Hope: Pink Bullets isn't great, but it's a hell of a lot better than the original. High scores are saved automatically - providing you don't use any continues. The game is just average overall, but 2D shooter fans looking for a challenge will dig this. © Copyright 2009 The Video Game Critic.
In order to destroy vampires, you must either impale them or toss them into sunlight or water. One cool new concept is the spectral plane versus material plane. The spectral plane is a parallel universe with the same basic landscape, but contains ghostly creatures and permits no object interaction. Within this plane you can move through water and perform certain powers such as passing through gates. Switching planes is strategic to accessing certain places or avoiding enemies, and it adds a new dimension to the game (literally!). While changing planes, the world changes before your eyes, and the morphing effect is a sight to behold.
Besides battling creatures, there are occasional puzzles, mainly the lever-pulling/block-moving variety we got sick of in the Tomb Raider series. Another weakness is the lack of a map, and at times it's hard to figure out where to go next. The graphics look terrific, but although they are higher in resolution than the Playstation version, they don't offer any additional detail.
I was disappointed that during cut-scenes, which feature top-notch voice acting, character's mouths do not move when they talk. The creatures in this game are truly scary and well designed, especially the hulking, loathsome bosses. The control is responsive, and you won't need to wrestle with the camera too much. Dramatic sound effects and music complement the hellish atmosphere. Soul Reaver is an adventure with style and originality, and if you haven't already played through the Playstation version, check out Soul Reaver.
. © Copyright 2000 The Video Game Critic.
These colorful characters retain their distinctive voices and mannerisms, and it's funny to hear them yell at each other during a race. Bugs is the smart-aleck, Yosemite Sam is constantly flying off the handle, and the silent Wile E. Coyote communicates by flashing signs that say things like "Drat". The artistic style should bring a smile to those who grew up watching Saturday morning cartoons ("presented in Techno-Color!").
Space Race plays like a typical kart racer with power-ups, weapons, turbo boosts, and ramps. The animation and frame-rate is silky smooth, even in the four-player split-screen mode. It's a little hard to see upcoming turns on the split-screen, but I like how you have the option of adding CPU players into the mix. Unconventional weapons include portable holes, instant storms, disintegrator pistols, and extensible boxing gloves.
Unfortunately, one ill-conceived (and totally cheap) weapon nearly ruins the fun. The "remote control" causes heavy objects like safes, pianos, and pink elephants to be dropped directly on a nearby opponent. Although I'm told it's possible to dodge these, I didn't have much luck doing so. The twelve tracks take place on various planets but none are particularly memorable. Still, the controls are good, the racing is competitive, and ample bonus challenges give the replay value some legs. Looney Tunes Space Race is an irresistible racer that only seems to improve with age. © Copyright 2010 The Video Game Critic.